ok i've tried this before and the thread kinda got out of hand, so i made this one to keep from everyone making so many different "new weapon" threads.
i'll keep this first post updated with the posted ideas so we can keep track of them. perhaps it'll get sticky'd so it'll be easier to find. if the idea is added into the game or is deemed, at a later date, to be unfeasible i'll do a strike through it, but leave it on there so we won't have any repeats.
Please only post serious ideas. in posting the ideas try to remember the limitations of the game and if it's even possible to make.
lets make them look the same also, so that i can easily identify the idea & copy and paste them in to this first post. something along the lines of.
weapon name: weapon description. suggested weapon stats where applicable.
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-Siren Launcher: The 'kinetic' Siren Missile series was created to improve ballistic missile capability in space. The missile propels itself at the speed of mach ~4.5, the missile does this at ignition by detonating a compressed antimatter charge in the launcher housing. The launcher can take the blast by internal shielding, however this makes the re-fire rate pretty low. The power in the missile lies within its speed, its designed to punch through hull, opening up weak points in large ships. It is said in testing that heavy fighters were blasted off course due to the sheer speed.
Proposed Stats:
Hull Damage per shot - ~3,500
Shield Damage per shot - ~350
Range - 1500m
Speed - 1530mps
Re-fire - 0.75
Energy Usage - 600 per shot
-EMP mine: shield buster mine similar in effect to an inferno cannon.
-Heavy, Capital-Capital Engagement
- Artillery Type;
- Large solid slug fired at high speed at very long range (~10k)
- No lock, direct fire
- Minimal sheild damage (200-300)
- Very high hull damage (Three strikes to severly cripple an unarmoured Battleship)
- Effectively Gauss/Railgun Weapon.
- Large weapon, Very slow to bring to bear on target
- Long Cycling time (30s)
- Ammunition Dependant
- High power drain (1 shot uses 45% power)
- No Blast Radius
- Energy Weapon; (effectively the regular Capital Class weapons used just now)
- Standard Type Energy Weapon
- No lock, direct fire
- 3k-4k Range
- Average Projectile Speed
- Average damage (current values)
- Slow to bring weapon to bear on target
- Short Cycling Time
- Ammunition Independant
- Average Power Drain
- Torpedo Type;
- Anti-matter (or similar) warhead
- Can Lock, Direct Fire (achieved through narrow targetting cone, ~10deg)
- Very Limited Manuvering Ability
- 7k Max Range
- Very Slow Projectile Speed (~200 m/s)
- Very High Torpedo Armour (~ 500 Hull Points)
- Very High Damage to Shields and Hull
- Slow at bringing weapons to bear
- Long Cycling Time
- Ammunition Independant
- Low power drain
- No Blast Radius
- Missile Type;
- Conventional Warhead
- Can Lock, Indirect fire
- Low Manuvering Ability (can be dogded by fighter/bomber type craft, possibly by some gunboats)
- 5k Max Range
- High Projectile Speed (~300 m/s)
- Low Damage to Shields and Hull
- Forced Gun Orientation, Missile Guidance system is the only way of targetting (Cone 360deg)
- Wide Fire arc from fixed position of weapon (~70 deg)
- Short Cycling Time
- Ammunition Independant
- Low Power Drain
-Light, Anti-Fighter and Point Defense Types
- Point Defense;
- Point Defense Laser
- No lock, Direct Fire
- Range 1500m
- 15K/s velocity
- 10-15 Damage
- Very Fast at bringing weapon to bear (~720 deg/s)
- 3 rounds per second
- Ammunition Independant
- Low Power Drain
- Light Flak Turret;
- No Lock; Indirect Fire
- Range 1000m
- 1000 m/s velocity
- Medium Damage, relative to fighters
- Slow at brining weaon to bear
- 5 rounds per second
- Proximity Charge, 10m
- Blast Detonation, 15m
- Ammunition Independant
- Low Power Drain
-Sniper Beam Cannon:
Proposed stats
Damage: The same or more than a mini razor
m/s: 8000(?).
Range: 6000m (6k)
Refire rate: Once per every two minutes (Whatever the number may be.) This prevents 4 bombers sitting at Fort Bush just picking of lone Fighters/bombers as they pass by one after another.
Energy usage: As much as a SN does. We can't make it drain all of your energy for EVERY bomber now, can we?
Mounted on: A torp slot.
Usable by: Bombers only.
-Mass Driver: Battleship only Cannon. Slow Forward firing, extreme long range, ammo using. this cannon would fire a projectile that didn't terminate when it hit the first target but would keep going possibly damaging multiple targets. the projectile could be either a metallic round or an asteroid
-Stop Mine: a mine that abruply stops the target, droping the targets speed to zero. it wouldn't remain there, it would just make them have to accelerate to full speed again. that brief stoppage could mean a huge advantage in battle
-MultiBarreled Guns: different variations have been mentioned to either have the same damage and just change the model of the gun or actually have them do a damage/energy multiplier equal to the number of guns on the turret. the later would free up hardpoints for different loadouts on the same ship.
-Capship Cruise Missles/Torpedos: long range high yield projectiles. slow tracking. basically another capship to capship weapon. i think these would be nice as an added hardpoint so to not take away from turret hardpoints. a nice way to add an equivalant of the fighter torpedo launcher to the capships.
-Cluster Mine Launcher: each time this mine launcher is fired three (variable amount) mines are dropped. would still operate with the same ammo but would be a faster release launcher
-Thruster Disrupters: same as cruise disrupters but instead drop thruster percentage to 0% for a short time.
-Deflector Shield: shield that is highly resistant to energy weapons (guns & cannons) but is more susceptible to ballistics (missiles & mines)
-Force Shield: shield that is highly resistant to ballistics (missiles & mines) but is more susceptible to energy weapons (guns & cannons)
-Energy Shield: shield that absorbs energy weapons fired at it and replenishes the targets weapon energy by the same amount used against it but is highly susceptible to ballistics (missiles & mines)
-Viral Missile/Mine: these deploy a payload of reprogrammed nanobots into the target ships hull/armor. the nano's are reprogrammed to tear apart the hull instead of repair it. the effect would be the same as if you were too close to a sun or in a radioactive zone...a slow decrease in hull over time. i imagine you'd have to have a clean shot on the hull though. hitting the shield would release the bots
-Neutron Missile: basically a neutron bomb, without much destructive power, but creates an area of radiation. I heard, I dont know where, it could be done. Neutron missiles would scatter all kind of particle in space when exploding, and emit intense radiation.
-Corona Missile: same as the neutron missile but it gives the effect of a plasma explosion or the effect of entering a sun's corona.
-Decoy/Shield Launcher:nothing but a sphere around an object launched into space. - if for example a ship launches a mine that has a lifespan of maybe 20 seconds, but has an independent shield of maybe 5000 a shield that generously envelopes the mine so the actual size of the shieldhitbubble is maybe the size of a starflier, - a ship could build up a "shieldwall" between itself and the enemy - useful when being chased only of course, or in direct head on head duels. it d also "bounce" chasing ships out of their tracks - if they re not paying attention.
-Electro Magnetic Shield: a shield for traders in hostile environments. low hitpoints but makes the vessel immune to radiation damage for those trips into the omnicrons.
-Lead Armor: Armor that when equiped adds no extra hull BUT makes the vessel immune to radiation damage.
some ECM stuff...
-Smugglers Shield: weak shield that acts like a sensor reducing cloud. reducing nearby vessels scanner range to make the vessel harder to see/find
-Stealth Armor: same effect as smugglers shield but in armor form so as to not sacrifice shield integrety. the armor would either not add to the hull or reduce it
the ECM devices would require that all scanners be effected by sensor reducing elements
-Capacitors: armor-like add-on that increases the max amount of weapon energy a ship has by a percentage.
-Generators: armor-like add-ons that increase weapon energy regen rate by a percentage.
- Stationery mines: that be laid down into positions. Perhaps not exploding upon the dropper of the mine. Perhaps use like the jettison cargo...Have a multiplier effect i.e. If you drop 10 x mines. The mines cause 10x damage to shield or hulls.
-Mini-missile turrets: for fighter class ships. Rear turrets could be use to fire missiles (bringing some life back into the rear turret). either have them ammo or energy dependant...
-Capship wide beam gun?: Only allow a forward gun position for it. The beam could capture a wide degree of targets. Uses high power and cause less damage ratio but can affect multiple targets. I believe there is a setting for beam width but not sure if it applies to this type of effect.
-Drone mines or Fighter Drones: Instead of the mines exploding they shoot energy shots at the targeted ship or they depeat on contact without exploding. They would have less damage per shot ratio than normal mines.
-Capship: Multi-missle launcher: Like the missile turrets but launches multiple missles from one shot. With a low refire rate of course.
I made an old topic of this a few months ago, but here goes a retry with my updated knowledge of the game limitations.
Siren Missile Wrote:Siren Launcher
Infocard: The 'kinetic' Siren Missile series was created to improve ballistic missile capability in space. The missile propels itself at the speed of mach ~4.5, the missile does this at ignition by detonating a compressed antimatter charge in the launcher housing. The launcher can take the blast by internal shielding, however this makes the re-fire rate pretty low. The power in the missile lies within its speed, its designed to punch through hull, opening up weak points in large ships. It is said in testing that heavy fighters were blasted off course due to the sheer speed.
Hull Damage per shot - ~3,500
Shield Damage per shot - ~350
Range - 1500m
Speed - 1530mps (Mach 4.5 = ~1530 meters per second in RL)
Re-fire - 0.75
Energy Usage - 600 per shot
This missile is basically a shoot and hit weapon, it may not be very efficient on damage over speed, but during those long fights, these may save your life. These are hull busters, since shields can absorb kinetic damage far better than a hull's plating. Another good point for them is to hit the enemy on their weapon hard points more accurately, hitting the enemy in the pocket can be more effective than the hull repair bill costs.;)
I would like to see an EMP mine. maybe a 1 hit bust on the shield if you're in the middle of the blast, also makes you lose energy. Much like a mine based Inferno.
These are some ideas that I had for weapons about a week/fortnight ago when this topic was brought up in a nother thred (I forget which). As you can see, it is incomplete. I'll update this post if I come up with anything else.
As you can guess, I wanted to make Battle take place over much longer ranges. Make Discovery Combat a bit more tactical and make it important for Capital Ships to use a fighter escort, so that even a pair of skilled HF pilots could take down a BS, even if it would take a horrific amount of time, or conversly a BS that was equipped with Anti-Fighter weaponry, wouldn't stand a chance against a BS with Anti-Cap guns.
PS: I tried to standardise my format, epic failure on my part.
Is it possible to make a weapon require a specific cargo? So to get around the 70 ammo limitation, we make the ship require you to be carrying the ammo in the cargo hold instead?
While being quite funny, your sig was the biggest one i've ever seen so far. No more than 700x250 please. ~utrack http://pastebin.com/SYQXBufs
Proposed stats
Damage: The same or more than a mini razor
m/s: 8000(?).
Range: 6000m (6k)
Refire rate: Once per every two minutes (Whatever the number may be.) This prevents 4 bombers sitting at Fort Bush just picking of lone Fighters/bombers as they pass by one after another.
Energy usage: As much as a SN does. We can't make it drain all of your energy for EVERY bomber now, can we?
Mounted on: A torp slot.
Usable by: Bombers only.
Mind you, this weapon is obviously meant for bombers. This could be an Experimental weapon that was produced by the Zoners, and could be found in a very secret wreck:secret:somewhere in Sirius. The Info card reading on the ship could say something like this:
"When this lone Zoner vessel came to the [insert system name here] system, The pilot of this ship was expecting a successful field test of a new TOP SECRET weapon. When the ship equiped with said weapon attempted to fire it, The energy required to fire the weapon was so massive, it fried most of the Ships vital systems, leaving the test successful, but at a high price. The Zoner vessel was never seen or heard from again, nor was the Experimental weapon on the ship."
Ok, so it isn't the BEST description of a wreck in the world, but pretty good for thinking it off the top of my head, it just needs to be spruced up a bit. The wreck would be a Zoner Eagle, even though it is meant to be a bomber class weapon, which is why the ship's electronics were basically all but made useless by firing the weapon.
Why not Cami? The fight would take ages, easily over half an hour, and doubtless the BS would score hits to the two fighters, but what I'm trying to do is to force Capital pilots to take an escort with them (Have a look at the research being done into fighter escorts as equipment).
I don't understand what you're major objection to the idea could be, particularly because you didn't deign to justify your objection, a never helpful tactic in any situation.
Think of naval warfare as it stood during WW2. Ships would never have been able to defend themselves if they hadn't mounted weapon specifically against aircraft (Flak 88s, Quad-Mounting MGs). These weapons done virtually nothing against other warships, dealing with them was left to the ships main gun batteries.
Conversely, the main gun batteries would never bother to target anything smaller than a Frigate (Gunboat equiv.) because they would never hit it.
That being said, bombers were obviously a terror to crews, despite the defenses in place, as were fighters. They could strafe the crews, and on deck equipment, ruining the flight deck of aircraft carriers, but it wasn't likely to sink it.
All I'm proposing is the same. Force Capital Pilots to mount weapons which are designed specifically to deal with either other fleetships, fighter/bomber craft, or have a mixture of both, or use a middle ground alternative (which I never got around to thinking up yet).
So, if you (Cami) would give a reasoned response (this is after all a discussion thread) then I would much obliged.
PS: I know, I'm inviting a flaming with my facetious/flippant attitude, not bother. I trust other judgement.